summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--npc/re/quests/homu_s.txt144
-rw-r--r--npc/re/quests/homun_s.txt1362
-rw-r--r--npc/re/scripts.conf2
-rw-r--r--src/map/atcommand.c2
-rw-r--r--src/map/clif.c2
-rw-r--r--src/map/homunculus.c22
-rw-r--r--src/map/homunculus.h10
-rw-r--r--src/map/itemdb.h1
-rw-r--r--src/map/pc.c6
-rw-r--r--src/map/script.c124
-rw-r--r--src/map/skill.c2
-rw-r--r--src/map/status.c2
12 files changed, 1474 insertions, 205 deletions
diff --git a/npc/re/quests/homu_s.txt b/npc/re/quests/homu_s.txt
deleted file mode 100644
index 66e2b5c3d..000000000
--- a/npc/re/quests/homu_s.txt
+++ /dev/null
@@ -1,144 +0,0 @@
-//===== Hercules Script ======================================
-//= Homunculus S Quest
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Hercules
-//===== Description: =========================================
-//= Evolves an Homunculus which is at least Level 99 to the
-//= new Homunculus S Class.
-//===== Additional Comments: =================================
-//= 1.0 First Version. The actual changing dialog is currently
-//= customized. [Masao]
-//= 1.1 Cleaning. [Euphy]
-//============================================================
-
-job3_gen01,12,44,4 script Viorel#job3_gen01 542,{
-
- if((Class != Job_Genetic) && (Class != Job_Genetic_T) && (Class != Job_Baby_Genetic)){
- mes "[Viorel]";
- mes "^FF4800Homunculus^000000 research requires a lot of time and funding.";
- mes "However, I believe passion is the most important factor.";
- next;
- switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) {
- case 1:
- mes "[Viorel]";
- mes "So long~!";
- close;
- case 2:
- mes "[Viorel]";
- mes "You see, ^006400Alchemists^000000 have an inquisitive nature.";
- mes "People like me, especially, even think of creating life itself.";
- next;
- mes "[Viorel]";
- mes "You'd have to research ^FF4800Homunculus^000000 to understand.";
- mes "Now, if you'll excuse me~!";
- close;
- case 3:
- emotion 4,0;
- mes "[Viorel]";
- mes "What, is it so strange to see an Alchemist in their own lab?";
- mes "How so?";
- close;
- }
- }
- mes "[Viorel]";
- mes "Hello "+strcharinfo(0)+",";
- mes "what can I do for a fellow Alchemist like you?";
- next;
- switch(select("I want to evolve my Homunculus:About Homunculus S:Cancel")){
- case 1:
- mes "[Viorel]";
- if(!getskilllv("AM_BIOETHICS")){
- mes "I'm sorry, but you must know the Skill Bioethics! Otherwise I can't let your Homunculus evolve into a Homunculus S.";
- close;
- }
- if(!gethominfo(1)){
- mes "You don't even have a Homunculus!";
- close;
- }
- if(gethominfo(1) < 6009){
- mes "You must have an evolved Homunculus, or you can't turn it into the new Homunculus S.";
- close;
- }
- if(gethominfo(6) < 99){
- mes "Your Homunculus must be level 99 to evolve into a Homuculus S!";
- mes "Come back after you've trained your Homunculus a little bit more.";
- close;
- }
- if(gethominfo(1) == 6048 || gethominfo(1) == 6049 || gethominfo(1) == 6050 || gethominfo(1) == 6051 || gethominfo(1) == 6052){
- mes "Your Homunculus S looks great!";
- mes "I hope you will experience many great adventures with it!";
- close;
- }
- mes "Great, it seems like you're all ready to get your Homunculus to the next level!";
- next;
- mes "[Viorel]";
- mes "Now you can either directly change your Homunculus to a random Homunculus S or you can donate a little fee of 50,000z";
- mes "to the Alchemist Guild. For this you'll be able to change your Homunculus into your desired Homunculus S Class!";
- mes "So, what do you think?";
- next;
- switch(Select("I want to donate.:I don't want to donate.:Cancel")){
- case 1:
- if(Zeny < 50000){
- mes "[Viorel]";
- mes "Haha, nice try my friend! But you don't even have the 50,000z to donate!";
- mes "Come back if you have the Zeny.";
- close;
- }
- mes "[Viorel]";
- mes "Alright, now please tell me which Homunculus you'd like to have:";
- next;
- set .@i, select("Eira:Bayeri:Sera:Dieter:Elanor:Cancel");
- if (.@i == 6) {
- mes "[Viorel]";
- mes "So long~!";
- close;
- }
- case 2:
- mes "[Viorel]";
- mes "Ok, it's all set! Now just give me a moment!";
- next;
- mes "[Viorel]";
- mes "Abra...";
- next;
- mes "[Viorel]";
- mes "Kadabra...";
- next;
- mes "[Viorel]";
- mes "Simsala!";
- mes "...";
- mes "Oh, sorry... wrong game!";
- next;
- mes "[Viorel]";
- mes "Here you go! Your new Homunculus S!";
- if (.@i) {
- hommutate 6047+.@i;
- set Zeny,Zeny - 50000;
- }
- else hommutate;
- close;
- case 3:
- mes "[Viorel]";
- mes "So long~!";
- close;
- }
- case 2:
- mes "[Viorel]";
- mes "The Homunculus S are the new and improved versions of the current Homunculus you know.";
- mes "These new Homunculus have been made because the monsters in our world keep getting stronger and";
- mes "stronger, and our current Homunculus are just not able to keep up with them anymore.";
- next;
- mes "[Viorel]";
- mes "But since we're Alchemists and we don't want to abandon our precious Homunculus, we've discovered a way";
- mes "to improve their skills and strength in order to keep them by our side, and joining us once more";
- mes "in battle! Isn't that great?";
- close;
- case 3:
- mes "[Viorel]";
- mes "So long~!";
- close;
- }
-}
diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt
new file mode 100644
index 000000000..66b7537c9
--- /dev/null
+++ b/npc/re/quests/homun_s.txt
@@ -0,0 +1,1362 @@
+//===== Hercules Script ======================================
+//= Homunculus S Quest
+//===== By: ==================================================
+//= Masao
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= Hercules
+//===== Description: =========================================
+//= Evolves an Homunculus which is at least Level 99 to the
+//= new Homunculus S Class.
+//===== Additional Comments: =================================
+//= 1.0 First Version. The actual changing dialog is currently
+//= customized. [Masao]
+//= 1.1 Cleaning. [Euphy]
+//= 1.2 Replaced with official script. [Euphy]
+//============================================================
+
+// Main NPCs
+//============================================================
+job3_gen01,12,44,3 script Viorel#job3_gen01 542,{
+ if (countitem(6415)) {
+ if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
+ disable_items;
+ if (checkquest(4159) == -1 && checkquest(4160) == -1) {
+ mes "[Viorel]";
+ mes "Why are you here?";
+ mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
+ close2;
+ for(set .@i,4154; .@i<=4160; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ setquest 4154;
+ setquest 4159;
+ morphembryo;
+ if (countitem(6415) == 0)
+ getitem 6415,1; //Strange_Embryo
+ else if (countitem(6415) > 1)
+ delitem 6415, (countitem(6415) - 1); //Strange_Embryo
+ warp "que_house_s",63,41;
+ end;
+ }
+ enable_items;
+ } else if (Class == Job_Novice_High || Class == Job_Merchant_High || Class == Job_Alchemist || Class == Job_Creator) {
+ emotion e_what;
+ mes "[Viorel]";
+ mes "I don't know what's going on, but the way I remember it you were supposed to be qualified to research ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "Whatever the reason, you're not able to continue the research on ^FF4800Homunculus^000000.";
+ mes "Come back after you become a ^005DFFGenetic^000000 and have obtained a ^0000FFBioethics^000000.";
+ close;
+ } else {
+ delitem 6415, countitem(6415); //Strange_Embryo
+ mes "[Viorel]";
+ mes "Wait, that embryo you have seems a little strange.";
+ next;
+ mes "[Viorel]";
+ mes "Unless you have a job researching ^FF4800Homunculus^000000....";
+ mes "It will be of no help to you what so ever.";
+ next;
+ mes "[Viorel]";
+ mes "I'm in charge of managing ^0000FFStrange Embryo^000000 so I'll take care of that for you.";
+ mes "No offense, and I'm not doing anything bad here.";
+ close;
+ }
+ }
+ if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && (checkquest(4154) > -1)) {
+ if ((checkquest(4155) > -1) || (checkquest(4160) > -1)) {
+ mes "[Viorel]";
+ mes "Weather's great.";
+ next;
+ callsub L_CheckHomunculus;
+ mes "[Viorel]";
+ mes "Ready to go to my house?";
+ next;
+ switch(select("Go to ^005DFFViorel^000000's house.:Don't go.")) {
+ case 1:
+ mes "[Viorel]";
+ mes "Good choice.";
+ mes "Now, close your eyes for a second...";
+ close2;
+ warp "que_house_s",19,42;
+ end;
+ case 2:
+ mes "[Viorel]";
+ mes "Come back when you're ready.";
+ mes "You must come with the ^FF4800Homunculus^000000.";
+ close;
+ }
+ } else {
+ mes "[Viorel]";
+ mes "Why are you here?";
+ mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
+ next;
+ callsub L_CheckHomunculus;
+ mes "[Viorel]";
+ mes "Now, ready to go to ^005DFFJeyna^000000?";
+ next;
+ switch(select("Go to ^005DFFJeyna^000000's room.:Don't go.")) {
+ case 1:
+ mes "[Viorel]";
+ mes "Good choice.";
+ mes "Now, close your eyes for a second...";
+ close2;
+ warp "que_house_s",63,41;
+ end;
+ case 2:
+ mes "[Viorel]";
+ mes "Come back when you're ready.";
+ mes "You must come with the ^FF4800Homunculus^000000.";
+ close;
+ }
+ }
+ }
+ if (BaseJob == Job_Merchant) {
+ mes "[Viorel]";
+ mes "I used to be a merchant once, just like you.";
+ mes "I'm researching on ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "If you're interested in ^FF4800Homunculus^000000, become an ^005DFFAlchemist^000000 or a ^005DFFCreator^000000.";
+ close;
+ } else if (BaseJob == Job_Alchemist && Class < Job_Genetic) {
+ mes "[Viorel]";
+ mes "I've spent lots of time and energy on Homunculus.";
+ mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "Oh. Of course you need to have the suitable potentials. You could probably prove yourself once you become a ^FF4800Genetic^000000.";
+ close;
+ } else if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
+ if (gethominfo(6) >= 99 && (gethominfo(1) >= 6009 && gethominfo(1) <= 6016)) { // Level 99+ evolved Homunculus
+ mes "[Viorel]";
+ mes "Oh, great~!";
+ mes "You have a ^FF4800Homunculus^000000.";
+ mes "With passion invested in its research we can make them better.";
+ next;
+ mes "[Viorel]";
+ mes "I must speak to you in private. Would you mind going to my house with me?";
+ next;
+ switch(select("Go to ^005DFFViorel^000000's home.:Stay here.")) {
+ case 1:
+ mes "[Viorel]";
+ mes "Good choice.";
+ mes "Now, close your eyes for a second...";
+ close2;
+ setquest 4154;
+ setquest 4155;
+ warp "que_house_s",19,42;
+ end;
+ case 2:
+ mes "[Viorel]";
+ mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
+ close;
+ }
+ } else if (gethominfo(6) >= 99 && (gethominfo(1) >= 6048 && gethominfo(1) <= 6052)) { // Level 99+ mutated Homunculus-S
+ mes "[Viorel]";
+ mes "Hello again.";
+ mes "Perhaps you may be interested";
+ mes "in the newly created ^FF4800Homunculus^000000,";
+ mes "born from the new ^006400Homunculus Mutation System^000000?";
+ next;
+ switch(select("Nope. Good bye.:Please, I'm busy.:That's exactly what I wanted to hear.:Why are you always standing there?")) {
+ case 1:
+ emotion e_heh;
+ mes "[Viorel]";
+ mes "Okay.";
+ mes "Good seeing you.";
+ mes "Good bye then~!";
+ close;
+ case 2:
+ emotion e_omg;
+ mes "[Viorel]";
+ mes "!!!!";
+ mes "I... I see.";
+ mes "I thought you were here to see me.";
+ close;
+ case 3:
+ emotion e_ic;
+ mes "[Viorel]";
+ mes "Just as I thought.";
+ mes "Let's have a look at the notes my dear friend Jeyna left.";
+ next;
+ playbgm "30.mp3"; // One Step Closer
+ callfunc "F_HomMutateInfo","[Memo Pad Notes]";
+ mes "[Viorel]";
+ mes "Hmm.";
+ mes "Well, that's all there is to it.";
+ mes "It's up to you to find out more.";
+ close2;
+ playbgm "08.mp3"; // Theme of Prontera
+ end;
+ case 4:
+ emotion e_swt;
+ mes "[Viorel]";
+ mes "No, I do not stand here every day.";
+ mes "But why do YOU stand there every day?";
+ next;
+ mes "[Viorel]";
+ mes "What?";
+ mes "No, the way I see it";
+ mes "you seem to be here every time I'm here.";
+ close;
+ }
+ } else {
+ if (gethominfo(1) >= 6009) { // Evolved Homunculus
+ mes "[Viorel]";
+ mes "Hmm, you seem to have a special bond with your ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "Come back to me when that ^FF4800Homunculus^000000 reaches ^0000FFlevel 99^000000.";
+ close;
+ } else {
+ mes "[Viorel]";
+ mes "You do not yet possess an evolved ^FF4800Homunculus^000000...";
+ mes "As you may well know about evolution:";
+ next;
+ mes "[Viorel]";
+ mes "Using the ^0000FFStone of Sage^000000 when intimacy level is above ^006400Intimate^000000, the ^FF4800Homunculus^000000 goes through ^006400Evolution^000000.";
+ close;
+ }
+ }
+ }
+ mes "[Viorel]";
+ mes "^FF4800Homunculus^000000 research requires a lot of time and funding.";
+ mes "However, I believe passion is the most important factor.";
+ next;
+ switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) {
+ case 1:
+ mes "[Viorel]";
+ mes "So long~!";
+ close;
+ case 2:
+ mes "[Viorel]";
+ mes "You see, ^006400Alchemists^000000 have an inquisitive nature.";
+ mes "People like me, especially, even think of creating life itself.";
+ next;
+ mes "[Viorel]";
+ mes "You'd have to research ^FF4800Homunculus^000000 to understand.";
+ mes "Now, if you'll excuse me~!";
+ close;
+ case 3:
+ emotion e_swt;
+ mes "[Viorel]";
+ mes "What, is it so strange to see an Alchemist in their own lab?";
+ mes "How so?";
+ close;
+ }
+ end;
+L_CheckHomunculus:
+ if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
+ mes "[Viorel]";
+ mes "Huh?";
+ mes "Where's the ^FF4800Homunculus^000000 you used to have?";
+ mes "Perhaps I've mistaken it for something else...";
+ next;
+ mes "[Viorel]";
+ mes ".......";
+ mes " ";
+ mes "(Seems to be thinking about something.)";
+ next;
+ emotion e_heh;
+ mes "[Viorel]";
+ mes "Ha ha~";
+ mes "I think I've mistaken you for someone else.";
+ mes "If you'll excuse me.";
+ close;
+ }
+ return;
+}
+
+que_house_s,24,47,3 script Viorel#homun_s 542,{
+ if (checkquest(4155) > -1) {
+ emotion e_dum;
+ mes "[Viorel]";
+ mes "Good.";
+ mes "I see that you mean business.";
+ next;
+ playbgm "33.mp3"; // Yuna Song
+ mes "[Viorel]";
+ mes "Maybe you'll agree.";
+ mes "Currently, your ^FF4800Homunculus^000000 is not in its perfect state.";
+ next;
+ mes "[Viorel]";
+ mes "These days, studies on the growth of the ^FF4800Homunculus^000000 are actively taking place.";
+ mes "But, I do believe that I have found something special.";
+ next;
+ mes "[Viorel]";
+ mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen.";
+ next;
+ switch(select("Like, biological experiments...?!:Well, yeah, naturally.:I don't want to hurt my Homunculus!")) {
+ case 1:
+ emotion e_swt2;
+ mes "[Viorel]";
+ mes "Don't look so surprised.";
+ mes "Ethics in biology are kind of blurry right now, right?";
+ mes "I mean...";
+ next;
+ mes "[Viorel]";
+ mes "It's my duty to study the true potential of the ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "So far, Homunculus haven't demonstrated their full potential, but I know that I am close to a breakthrough.";
+ next;
+ break;
+ case 2:
+ emotion e_sigh;
+ mes "[Viorel]";
+ mes "Yes.";
+ mes "I'm glad you're not upset.";
+ mes "Mutation,";
+ mes "a word that sparks evil in the minds of the ordinary,";
+ mes "which made my research very difficult to proceed with.";
+ next;
+ mes "[Viorel]";
+ mes "Do you remember?";
+ mes "^005DFFKellasus^000000 of ^8B4513Lighthalzen^000000, the pioneer of ^FF4800Homunculus^000000 research.";
+ next;
+ mes "[Viorel]";
+ mes "I believe that this research fulfills the promise made with ^005DFFKellasus^000000, the giver of knowledge and belief.";
+ next;
+ break;
+ case 3:
+ emotion e_swt;
+ mes "[Viorel]";
+ mes "I understand your concern.";
+ mes "But I want to assure you that this Mutation does not harm or hurt your ^FF4800Homunculus^000000.";
+ next;
+ mes "[Viorel]";
+ mes "On the contrary, the ^FF4800Homunculus^000000 of today are in pain from imperfection, unable to live up to their supposed potentials.";
+ mes "Moreover, those ^FF4800Homunculus^000000 were often abandoned.";
+ next;
+ mes "[Viorel]";
+ mes "Don't get me wrong, I study the ^FF4800Homunculus^000000 because I love them.";
+ next;
+ break;
+ }
+ mes "[Viorel]";
+ mes "Well, by the way...";
+ mes "I have found this new mutation to be quite stable.";
+ next;
+ mes "[Viorel]";
+ mes "^006400The technology exists,";
+ mes "and they will likely have new";
+ mes "skills when mutated...^000000";
+ next;
+ mes "[Viorel]";
+ mes "The minor side effect...";
+ mes "^006400Their appearance will change^000000.";
+ mes "But I think you'll find that pretty satisfying.";
+ next;
+ mes "[Viorel]";
+ mes "I quote from ^005DFFKassibian^000000, an expert in ^FF4800Homunculus^000000 techniques,";
+ mes "^006400The truth is not in a single form~!^000000";
+ mes "Ha ha.";
+ next;
+ emotion e_flash;
+ mes "[Viorel]";
+ mes "I know it's a little abrupt, but...";
+ mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?";
+ next;
+ switch(select("Explore the ^006400Homunculus Mutation System^000000.:Cancel.")) {
+ case 1:
+ emotion e_no1;
+ mes "[Viorel]";
+ mes "Good choice.";
+ mes "Success lurks outside the box of conventional thinking, right?";
+ next;
+ mes "[Viorel]";
+ mes "The first person to help with the research is ^005DFFJeyna^000000.";
+ mes "I'll send you to ^005DFFJeyna^000000.";
+ mes "There, you'll learn more about the new ^0000FFHomunculus^000000.";
+ close2;
+ setquest 4156;
+ erasequest 4155;
+ warp "que_house_s",63,41;
+ end;
+ case 2:
+ emotion e_dots;
+ mes "[Viorel]";
+ mes "I don't see why you hesitate.";
+ mes "I am not trying to deceive you.";
+ mes "Maybe you need some time to think about it?";
+ next;
+ switch(select("Think about it.:I'm just going to walk away.")) {
+ case 1:
+ mes "[Viorel]";
+ mes "We'll talk in a bit then.";
+ close;
+ case 2:
+ emotion e_otl;
+ mes "[Viorel]";
+ mes "Shame.";
+ mes "However, I respect your opinion.";
+ mes "I'll send you back to the ^8B4513Laboratory^000000.";
+ close2;
+ erasequest 4154;
+ erasequest 4155;
+ warp "job3_gen01",12,47;
+ end;
+ }
+ }
+ } else if (checkquest(4160) > -1) {
+ playbgm "33.mp3"; // Yuna Song
+ mes "[Viorel]";
+ mes "The ^FF4800Homunculus^000000 I saw before has returned to its ^0000FFembryo^000000 state.";
+ mes "A little strange, but...";
+ mes "You don't have to worry about it.";
+ next;
+ mes "[Viorel]";
+ mes "By the way...";
+ mes "I forgot to tell you something.";
+ mes "In order to stabilize the Mutation process, I need some materials first.";
+ next;
+ mes "[Viorel]";
+ mes "Fortunately, you don't have to find them yourself because I have them here already..";
+ mes "But, I'll need ^FF000050,000 zeny^000000, you know, as a service fee.";
+ next;
+ mes "[Viorel]";
+ mes "I wish that I could do it for free but I'm not exactly made of money, you know.";
+ mes "That and I lack any investors to support my research at the moment.";
+ next;
+ mes "[Viorel]";
+ mes "In fact, if I had enough zeny to continue my research, then I could solve a lot of my problems...";
+ next;
+ mes "[Viorel]";
+ mes "Anyways, you can try to do this with or without the stabilization process. It's all up to you.";
+ next;
+ mes "[Viorel]";
+ mes "If you choose the unstable";
+ mes "mutation, I can't guarentee what kind of Homunculus you're going to get.";
+ mes "Anyways, it's up to you.";
+ next;
+ switch(select("Mutation stabilization (50,000 zeny):Unstable mutation")) {
+ case 1:
+ if (Zeny < 50000) {
+ mes "[Viorel]";
+ mes "I don't think you have ^FF000050 thousand Zeny^000000 with you right now.";
+ mes "Please bring enough Zeny.";
+ mes "I'll be waiting.";
+ mes "Want me to send you back to the ^8B4513Laboratory^000000?";
+ next;
+ switch(select("No thanks.:Yes. Send me back to the Lab.")) {
+ case 1:
+ mes "[Viorel]";
+ mes "Alright.";
+ mes "I'll see you in a bit.";
+ close;
+ case 2:
+ mes "[Viorel]";
+ mes "Alright.";
+ mes "I'll be waiting at the ^8B4513Laboratory^000000.";
+ close2;
+ warp "job3_gen01",12,47;
+ end;
+ }
+ }
+ emotion e_no1;
+ playbgm "19.mp3"; // Under the Ground
+ mes "[Viorel]";
+ mes "Good choice.";
+ mes "Choose from the different types of ^0000FFHomunculus^000000.";
+ next;
+ switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) {
+ case 1:
+ cutin "Mer_Eira_Card",3;
+ set .@Homunculus,6048; //MER_EIRA
+ break;
+ case 2:
+ cutin "Mer_Sera_Card",3;
+ set .@Homunculus,6050; //MER_SERA
+ break;
+ case 3:
+ cutin "Mer_Dieter_Card",3;
+ set .@Homunculus,6051; //MER_DIETER
+ break;
+ case 4:
+ cutin "Mer_Bayeri_Card",3;
+ set .@Homunculus,6049; //MER_BAYERI
+ break;
+ case 5:
+ cutin "Mer_Eleanor_Card",3;
+ set .@Homunculus,6052; //MER_ELEANOR
+ break;
+ }
+ mes "[Viorel]";
+ mes "Are you sure?";
+ next;
+ if(select("Yes.:No.") == 2) {
+ cutin "",255;
+ playbgm "33.mp3"; // Yuna Song
+ mes "[Viorel]";
+ mes "I see.";
+ mes "Give it more time to think.";
+ close;
+ }
+ cutin "",255;
+ mes "[Viorel]";
+ mes "Excellent!";
+ mes "Let's get on with it.";
+ next;
+ specialeffect2 EF_BASH;
+ mes "[Viorel]";
+ mes "Now focus~!";
+ mes "You... need...";
+ mes "... concentration.";
+ next;
+ specialeffect2 EF_PROVIDENCE;
+ mes "[Viorel]";
+ mes "Good. Almost done!";
+ next;
+ specialeffect2 EF_SUI_EXPLOSION;
+ set Zeny, Zeny - 50000;
+ hommutate .@Homunculus;
+ break;
+ case 2:
+ emotion e_hmm;
+ mes "[Viorel]";
+ mes "So, your choice is the Unstable Mutation Process.";
+ mes "You believe in destiny?";
+ mes "Seriously...";
+ mes "Do you really wish to proceed";
+ mes "with the process of random outcome?";
+ next;
+ if(select("Go ahead. (Random Mutation):Cancel.") == 2) {
+ playbgm "33.mp3"; // Yuna Song
+ mes "[Viorel]";
+ mes "I see.";
+ mes "Give it more time to think.";
+ close;
+ }
+ emotion e_dots;
+ mes "[Viorel]";
+ mes "Hmm...";
+ mes "The exploration of knowledge";
+ mes "is full of surprises.";
+ mes ".......";
+ next;
+ emotion e_heh;
+ mes "[Viorel]";
+ mes "Ha ha.";
+ mes "Hey, I feel like a Blacksmith!";
+ mes "Now let's get on with it.";
+ next;
+ specialeffect2 EF_BASH;
+ mes "[Viorel]";
+ mes "Now focus~!";
+ mes "You... need...";
+ mes "... concentration.";
+ next;
+ specialeffect2 EF_PRESSURE;
+ mes "[Viorel]";
+ mes "Concentrate a little more!";
+ next;
+ specialeffect2 EF_PROVIDENCE;
+ mes "[Viorel]";
+ mes "Good. Almost done!";
+ next;
+ specialeffect2 EF_SUI_EXPLOSION;
+ hommutate;
+ break;
+ }
+ erasequest 4160;
+ erasequest 4154;
+ emotion e_ho;
+ playbgm "64.mp3"; // One Fine Day
+ mes "[Viorel]";
+ mes "Okay, Mutation Complete.";
+ mes "Phew... Didn't skip a heartbeat, did you?";
+ next;
+ mes "[Viorel]";
+ mes "Remember what ^005DFFKellasus^000000 said?";
+ mes "To the doorstep of the truth...";
+ mes "We must see for ourselves";
+ mes "the path that leads to it.";
+ next;
+ mes "[Viorel]";
+ mes "^0000FF" + strcharinfo(0) + "^000000,";
+ mes "I haven't known you";
+ mes "for a very long time,";
+ mes "but I get the feeling that";
+ mes "you'll achieve great things.";
+ next;
+ mes "[Viorel]";
+ mes "Good luck on you adventures.";
+ mes "I hope that your new ^FF4800Homunculus^000000 will excel under your care.";
+ next;
+ mes "[Viorel]";
+ mes "And don't you forget.";
+ mes "Our research";
+ mes "has only just begun~!";
+ close;
+ } else {
+ for(set .@i,4154; .@i<=4160; set .@i,.@i+1) {
+ if (checkquest(.@i) > -1)
+ erasequest .@i;
+ }
+ mes "[Viorel]";
+ mes "Now that all the work is done, I ask you to take your leave.";
+ mes "I need to recuperate.";
+ close2;
+ warp "job3_gen01",12,47;
+ end;
+ }
+}
+
+que_house_s,80,42,3 script Jeyna#homun_s 558,{
+ if (checkquest(4156) > -1) {
+ playbgm "28.mp3"; // You're in Ruins
+ emotion e_gasp;
+ mes "[Jeyna]";
+ mes "Welcome.";
+ mes "I just got word from ^005DFFViorel^000000 that you were coming.";
+ next;
+ emotion e_hmm;
+ mes "[Jeyna]";
+ mes "By the way...";
+ mes "Did he convince you to do something...?";
+ mes "He does have a way with words.";
+ next;
+ mes "[Jeyna]";
+ mes "He needs them because Alchemists are such awkward people.";
+ emotion e_sigh;
+ next;
+ mes "[Jeyna]";
+ mes "Anyways~";
+ mes "^0000FF"+strcharinfo(0)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod.";
+ next;
+ emotion e_heh;
+ mes "[Jeyna]";
+ mes "Hahaha~ No offense.";
+ mes "I think it's a good thing.";
+ mes "Oh, yes.";
+ mes "You're here for the ^FF4800Homunculus^000000 Mutation.";
+ next;
+ mes "[Jeyna]";
+ mes "While I do some preparation,";
+ mes "why don't you take a look at that board?";
+ mes "The ^006400Homunculus Mutation System^000000 has ^0000FF5 different types^000000 of new mutations.";
+ next;
+ emotion e_gasp,0,"Magic Board#homun_s";
+ mes "[Jeyna]";
+ mes "Your ^FF4800Homunculus^000000 can mutate into any of the 5 different forms.";
+ next;
+ emotion e_ic;
+ mes "[Jeyna]";
+ mes "Let's see...";
+ mes "The ^006400Homunculus Mutation System^000000 includes new evolutions of the normal ^0000FFHomunculus^000000.";
+ mes "After they mutate, all previously learned skills will also remain.";
+ next;
+ mes "[Jeyna]";
+ mes "In other words...";
+ mes "Even if you change the magic wielder ^FF4800Vanilmirth^000000 to a fighter type,";
+ mes "skills such as Caprice will be";
+ mes "^006400retained and usable even after Mutation^000000.";
+ next;
+ emotion e_gasp,0,"Magic Board#homun_s";
+ mes "[Jeyna]";
+ mes "Take a look at the Magic Board behind me and decide for yourself.";
+ close2;
+ setquest 4157;
+ erasequest 4156;
+ end;
+ } else if (checkquest(4157) > -1) {
+ emotion e_what;
+ mes "[Jeyna]";
+ mes "Take a look at the board behind me, on the right.";
+ close2;
+ emotion e_gasp,0,"Magic Board#homun_s";
+ end;
+ } else if (checkquest(4158) > -1) {
+ playbgm "28.mp3"; // You're in Ruins
+ disable_items;
+ mes "[Jeyna]";
+ mes "Okay, I'm ready too.";
+ mes "In order to revert the process now, I need the Homunculus in its embryo form.";
+ next;
+ callsub L_CheckHomunculus;
+ if (checkweight(6415,1) == 0) {
+ mes "[Jeyna]";
+ mes "But,";
+ mes "You don't have enough space to carry an ^0000FFembryo^000000.";
+ mes "Please come back with enough space in your bag.";
+ next;
+ mes "[Jeyna]";
+ mes "Please return to the ^8B4513Laboratory^000000.";
+ mes "You can find ^005DFFViorel^000000 at the ^8B4513Laboratory^000000 once you empty your bag.";
+ next;
+ mes "[Jeyna]";
+ mes "When you're done with emptying your bag, ask ^005DFFViorel^000000 to send you back here.";
+ mes "Go on and empty your bag~!";
+ close2;
+ warp "job3_gen01",12,47;
+ end;
+ }
+ mes "[Jeyna]";
+ mes "Now's about time for a decision.";
+ mes "To go through the Mutation to the new ^0000FFHomunculus^000000 with the Homunculus Mutation System,";
+ mes "you need to go through the process of regression to turn the Homunculus back to its ^0000FFembryo^000000 state.";
+ next;
+ mes "[Jeyna]";
+ mes "And...";
+ mes "^006400You cannot use the ability Call Homunculus until the process is complete.^000000";
+ mes "It won't take long, so don't wander off.";
+ next;
+ mes "[Jeyna]";
+ mes "So, please decide.";
+ mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?";
+ next;
+ switch(select("Yes, I do.:I need to think more.")) {
+ case 1:
+ if (checkhomcall() == 1) {
+ mes "[Jeyna]";
+ mes "Oh, wait a minute.";
+ mes "To proceed with the Mutation, you need to wake up the Homunculus from the state of Vaporization.";
+ next;
+ mes "[Jeyna]";
+ mes "Come back after you've done that.";
+ close;
+ }
+ emotion e_no1;
+ mes "[Jeyna]";
+ mes "Good thinking.";
+ mes "It is unacceptable for Alchemists like us to fear challenge.";
+ next;
+ playbgm "01.mp3"; // Title
+ mes "[Jeyna]";
+ mes "Now I need you to focus.";
+ next;
+ specialeffect2 EF_ABSORBSPIRITS;
+ mes "[Jeyna]";
+ mes "We need to...";
+ mes "Stabilize a little more.";
+ mes ".......";
+ next;
+ specialeffect2 EF_CURE;
+ mes "[Jeyna]";
+ mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state.";
+ next;
+ specialeffect2 EF_HOLYHIT;
+ mes "[Jeyna]";
+ mes "Into a special embryo...";
+ next;
+ callsub L_CheckHomunculus;
+ specialeffect2 EF_BLESSING;
+ morphembryo;
+ setquest 4159;
+ erasequest 4158;
+ emotion e_ho;
+ mes "[Jeyna]";
+ mes "Phew~ All done.";
+ mes "Hmm, its state is a little strange.";
+ next;
+ emotion e_heh;
+ mes "[Jeyna]";
+ mes "I guess it'll be just fine.";
+ mes "Don't lose that ^0000FFStrange Embryo^000000.";
+ mes "Also...";
+ next;
+ mes "[Jeyna]";
+ mes "Don't do anything like changing jobs or anything like that before the process is over.";
+ mes "If so, you, ^0000FF"+strcharinfo(0)+"^000000 might lose all the abilities you have over the Homunculus.";
+ next;
+ mes "[Jeyna]";
+ mes "All that concentration made me tired.";
+ mes "I'll just take a glass of water.";
+ close;
+ case 2:
+ playbgm "28.mp3"; // You're in Ruins
+ emotion e_sigh;
+ mes "[Jeyna]";
+ mes "Maybe I shouldn't have asked in the first place.";
+ close;
+ }
+ } else if (checkquest(4159) > -1 || checkquest(4160) > -1) {
+ playbgm "28.mp3"; // You're in Ruins
+ mes "[Jeyna]";
+ mes "^005DFFViorel^000000 will finish the mutation process.";
+ mes "Now it's my time to say good bye.";
+ next;
+ mes "[Jeyna]";
+ mes "It was short, but it was nice to meet you.";
+ mes "We'll see each other again some time.";
+ next;
+ mes "[Jeyna]";
+ mes "Best of luck~!";
+ close2;
+ setquest 4160;
+ erasequest 4159;
+ warp "que_house_s",19,42;
+ end;
+ } else {
+ if (checkquest(4154) > -1)
+ erasequest 4154;
+ mes "[Jeyna]";
+ mes "Hey, how did you get in here?";
+ mes "Please get out. I'm changing~!";
+ close2;
+ warp "job3_gen01",12,47;
+ end;
+ }
+ end;
+L_CheckHomunculus:
+ if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
+ mes "[Jeyna]";
+ mes "Hey, wait.";
+ mes "The condition of the ^FF4800Homunculus^000000 is not suitable.";
+ mes "That was close.";
+ next;
+ mes "[Jeyna]";
+ mes "To use the Homunculus Mutation System";
+ mes "to change to the new";
+ mes "^FF4800Homunculus^000000,";
+ mes "the ^006400Homunculus must be above level 99 and evolved^000000.";
+ next;
+ mes "[Jeyna]";
+ mes "Come back to ^005DFFViorel^000000 when you're ready.";
+ mes "I'll see you later then~!";
+ close2;
+ erasequest 4154;
+ erasequest 4158;
+ warp "job3_gen01",12,47;
+ end;
+ }
+ return;
+}
+
+// Magic Board
+//============================================================
+que_house_s,83,47,3 script Magic Board#homun_s 857,{
+ playbgm "26.mp3"; // Everlasting Wanderers
+ callfunc "F_HomMutateInfo","[Magic Board Posts]";
+ mes "[Magic Board Posts]";
+ mes ":: ^0000FFHomunculus^000000 research is";
+ mes ":: so much fun.";
+ mes ":: Be an Alchemist";
+ mes ":: who always enjoys";
+ mes ":: one's research.";
+ next;
+ mes "[Magic Board Posts]";
+ mes ":: Oh, and Viorel...";
+ mes ":: About what you said";
+ mes ":: yesterday...";
+ mes "::";
+ mes "::";
+ next;
+ mes "--------------------------";
+ mes "The rest is sealed because it seems to be a private message.";
+ close2;
+ if (checkquest(4157) > -1) {
+ setquest 4158;
+ erasequest 4157;
+ }
+ end;
+}
+
+function script F_HomMutateInfo {
+ mes getarg(0);
+ mes ":: The ability of the mutated";
+ mes ":: ^0000FFHomunculus^000000 clearly goes";
+ mes ":: beyond the previous state.";
+ mes ":: In addition, its appearance";
+ mes ":: will evolve as well.";
+ next;
+ mes getarg(0);
+ mes ":: ^0000FFHomunculus^000000 appearances of the";
+ mes ":: new types can be classified";
+ mes ":: based on different species.";
+ mes ":: Creatures of the same species";
+ mes ":: generally have a similar";
+ mes ":: appearance.";
+ next;
+ mes getarg(0);
+ mes ":: The category, appearance and";
+ mes ":: ability of the ^0000FFHomunculus^000000";
+ mes ":: via the Homunculus Mutation";
+ mes ":: System are as follows:";
+ next;
+ cutin "Mer_Eira_Card",3;
+ mes getarg(0);
+ mes ":: The first of the five";
+ mes ":: is called ^FF4800Eira^000000.";
+ mes ":: Beautiful and graceful.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Eira^000000 uses";
+ mes ":: ^006400Wind Element^000000 Magic Attacks and";
+ mes ":: Support Skills.";
+ mes ":: It even has the ability";
+ mes ":: to revive its";
+ mes ":: fallen master.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Eira^000000 eats";
+ mes ":: ^0000FFSmall Snow Flower^000000.";
+ mes ":: Surprising how it survives on";
+ mes ":: such a small amount.";
+ mes ":: ^0000FFSmall Snow Flower^000000 can be bought";
+ mes ":: from ^005DFFTaming Merchants^000000.";
+ next;
+ cutin "",255;
+ cutin "Mer_Sera_Card",3;
+ mes getarg(0);
+ mes ":: The second of the five";
+ mes ":: is known as ^FF4800Sera^000000.";
+ mes ":: It looks just like ^FF0000Mistress^000000 but";
+ mes ":: it doesn't run away.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Sera^000000";
+ mes ":: specializes in ^006400Poison Attacks^000000.";
+ mes ":: Also, it uses distinct";
+ mes ":: Support Skills using poisons.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Sera^000000 eats";
+ mes ":: ^0000FFApple Pudding^000000.";
+ mes ":: It prefers sweet food.";
+ mes ":: ^0000FFApple Pudding^000000 can be bought";
+ mes ":: from ^005DFFTaming Merchants^000000.";
+ next;
+ cutin "",255;
+ cutin "Mer_Dieter_Card",3;
+ mes getarg(0);
+ mes ":: The third of the five";
+ mes ":: is ^FF4800Dieter^000000.";
+ mes ":: It looks unusual but it";
+ mes ":: has a good demeanor.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Dieter^000000 uses";
+ mes ":: ^FF0000Fire^000000 based Attacks and";
+ mes ":: Support Skills.";
+ mes ":: It is just as fragile...";
+ mes ":: ah, reliable, as it looks.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Dieter^000000 eats";
+ mes ":: ^0000FFBig Cell^000000.";
+ mes ":: ^0000FFBig Cell^000000 can be bought";
+ mes ":: from ^005DFFTaming Merchants^000000.";
+ next;
+ cutin "",255;
+ cutin "Mer_Bayeri_Card",3;
+ mes getarg(0);
+ mes ":: The fourth of the five";
+ mes ":: is ^FF4800Bayeri^000000.";
+ mes ":: Bayeri has the form of a";
+ mes ":: unicorn.";
+ next;
+ mes getarg(0);
+ mes ":: It has a powerful dash skill";
+ mes ":: and uses ^006400Holy Element^000000 magic.";
+ mes ":: Unfortunately,";
+ mes ":: they won't let you ride them.";
+ mes ":: Not all four-legged creatures";
+ mes ":: can be ridden.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Bayeri^000000 eats";
+ mes ":: ^0000FFFresh Plant^000000.";
+ mes ":: No matter how hungry it";
+ mes ":: never feeds on rotten greens.";
+ mes ":: ^0000FFFresh Plant^000000 can be bought";
+ mes ":: from ^005DFFTaming Merchants^000000.";
+ next;
+ cutin "",255;
+ cutin "Mer_Eleanor_Card",3;
+ mes getarg(0);
+ mes ":: The last of the five";
+ mes ":: is ^FF4800Eleanor^000000.";
+ mes ":: It has a feminine appearance";
+ mes ":: and outstanding physical skill.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Eleanor^000000";
+ mes ":: uses ^006400Strike or Grapple Attacks^000000";
+ mes ":: sequentially in battle.";
+ mes ":: Absolutely stunning.";
+ next;
+ mes getarg(0);
+ mes ":: ^FF4800Eleanor^000000 eats";
+ mes ":: ^0000FFKid's Dumpling^000000.";
+ mes ":: Don't confuse it with a normal";
+ mes ":: dumpling.";
+ mes ":: ^0000FFKid's Dumpling^000000 can be bought";
+ mes ":: from ^005DFFTaming Merchants^000000.";
+ next;
+ cutin "",255;
+ return;
+}
+
+// Books
+//============================================================
+que_house_s,13,52,3 script Open Book#01homun_s 111,{
+ switch(rand(1,7)) {
+ case 1:
+ mes "[Bookcase Notes]";
+ mes "Insanity and Genius are the same in concept in that they are both abnormal phenomenon.";
+ mes "Observing the chemist ^005DFFMorgenstein^000000 of ^8B4513Geffen^000000, I consider them equal.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Once I had to visit...";
+ mes "the strange ^005DFFMorgenstein^000000 for research purposes.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I had a meat stew before I met ^005DFFMorgenstein^000000,";
+ mes "surprisingly enough, he muttered that he smelled meat even before I was close.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I never thought that chemists had a great sense of smell.";
+ mes "The next time I give";
+ mes "^005DFFMorgenstein^000000 a visit,";
+ mes "I'll eat some other meal.";
+ close;
+ case 2:
+ mes "[Bookcase Notes]";
+ mes "^005DFFDe Bris^000000 thinks the enthusiasm of Alchemists has lately dropped <Dramatically>...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "He especially didn't like the fact that I was bound tightly to ^FF4800Homunculus^000000 research.";
+ mes "He didn't say such a thing when we studied together in ^8B4513Rune Midgarts^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "One day, I'll show ^005DFFDe Bris^000000 my ^FF4800Homunculus^000000 research data.";
+ mes "I love watching him jump out of his skin.... I look forward to the day.";
+ close;
+ case 3:
+ mes "[Bookcase Notes]";
+ mes "^005DFFDe Bris^000000' passion for the ^57007FGenetic^000000 arts is amazing.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Recently, the Alchemist Union offered me the chance to join the ^57007FGenetic^000000 through a letter.";
+ mes "I wonder what ^005DFFDe Bris^000000 said to the union...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Well, I appreciate it...";
+ mes "However, for me right now";
+ mes "my research is of utmost priority.";
+ close;
+ case 4:
+ mes "[Bookcase Notes]";
+ mes "There's something funny ^005DFFDarcia^000000 said to me.";
+ mes "It was about when ^005DFFJeyna^000000 first came to learn about potion combination......";
+ next;
+ mes "[Bookcase Notes]";
+ mes "She did good up to the stage of pouring water into the mixture.";
+ mes "She just had to put it into an empty bottle...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "^005DFFDarcia^000000 watched what she would do with the last stage,";
+ mes "and the confused ^005DFFJeyna^000000 drank the mixture out of the bowl and told her that it healed well.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "To think that even ^005DFFJeyna^000000,";
+ mes "now a master of potion combination,";
+ mes "had her rookie mistakes";
+ mes "shows how hard it is to imagine";
+ mes "and forecast one's past and future.";
+ close;
+ case 5:
+ mes "[Bookcase Notes]";
+ mes "^005DFFVincent^000000, I think I did it.";
+ mes "I will never forget your words of courage ";
+ mes "and I am grateful that I now get to pay you back.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "It was indeed a long process.";
+ mes "When many of the union";
+ mes "considered my research insignificant";
+ mes "... Though I did not lose my belief";
+ mes "it did heart deep inside.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The few friends who believed me";
+ mes "especially ^005DFFJeyna^000000";
+ mes "and you ^005DFFVincent^000000 ...";
+ mes "I am sincerely thankful with all my soul.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "They say that,";
+ mes "the end justifies the means.";
+ mes "At first,";
+ mes "I did not know what it meant...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Now I know.";
+ mes "I know how important it is";
+ mes "to follow one's heart.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I'll drop by very soon.";
+ mes "Be well until then.";
+ close;
+ case 6:
+ mes "[Bookcase Notes]";
+ mes "A game called ^0000FFThe Epic Battle 2^000000, similar to chess, was intriguing.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Some time ago, I met a ^0000FFFruit Seller^000000 who excelled in The Epic Battle 2.";
+ mes "He even overcame the infamous ^006400Grizzly Shockwave Strategy^000000 and ^006400God of Death Terror^000000 with ease.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "To overcome those in the early stages of the battle of the ^0000FFPriest Faction^000000...";
+ mes "It is difficult for me, since I need to combine the pieces and use some luring skills.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I wonder when I'll become a 3 Carat Diamond level player.";
+ close;
+ case 7:
+ mes "[Bookcase Notes]";
+ mes "There are many Alchemists who like the ^FF4800Vanilmirth^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "But I prefer the ^FF4800Amistr^000000.";
+ mes "It's cute when it wags its tale with those shiny eyes.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "My Amistr Jonathan is clever and mellow, making it ever so lovable.";
+ mes "We're good friends, aren't we Jonathan?";
+ close;
+ }
+}
+
+que_house_s,16,52,3 script Open Book#02homun_s 111,{
+ switch(rand(1,8)) {
+ case 1:
+ mes "[Bookcase Notes]";
+ mes "What should I write to ^005DFFDe Bris^000000.";
+ mes ":: To my noted ";
+ mes ":: Genetic friend De Bris.";
+ mes ":: How's Lighthalzen?";
+ mes ":: Do they have enough of those";
+ mes ":: cookies you oh so love?";
+ next;
+ mes "[Bookcase Notes]";
+ mes ":: I'll drop by soon";
+ mes ":: with some cookies.";
+ mes ":: When we meet,";
+ mes ":: I'll introduce you to my";
+ mes ":: ^006400New Homunculus^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes ":: No need to be alert.";
+ mes ":: Unlike you,";
+ mes ":: they aren't interested in ";
+ mes ":: what others have to eat.";
+ mes ":: I'll see you soon~!";
+ mes ":: Dare close the door on me.";
+ close;
+ case 2:
+ mes "[Bookcase Notes]";
+ mes "The last time I visited the Alchemist Union, there was an interesting debate on the table.";
+ mes "I think it was something to do with ^006400Negligence of Homunculus in public places^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "While the master dozed off,";
+ mes "one of the ^FF4800Homunculus^000000 off its leash";
+ mes "caused some sort of problem.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I will make sure that my Homunculus Jonathan...";
+ mes "is trained well not to cause trouble around other people.";
+ close;
+ case 3:
+ mes "[Bookcase Notes]";
+ mes "There's a new toy me and ^005DFFJeyna^000000 have grown fond of.";
+ mes "It's relatively new,";
+ mes "called... ^0000FF'Helo'^000000, I think?";
+ next;
+ mes "[Bookcase Notes]";
+ mes "There was a related song to it, sung by some ^57007FMinstrel^000000.";
+ mes "The lyrics were something like ^006400'Ahhh~Ahh~Ahhhhhhhh'^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The entertainment itself is fun,";
+ mes "but the music is also excellent,";
+ mes "and when I listen to it";
+ mes "it feels like my SP is restored significantly.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I must say,";
+ mes "entertainment is crucial when resting";
+ mes "to boost morale for research.";
+ mes "^006400For Homunculus~!^000000";
+ close;
+ case 4:
+ mes "[Bookcase Notes]";
+ mes "From what I heard from the union member";
+ mes "^005DFFParmy^000000,";
+ mes "^005DFFRaspuchin^000000 is still his own weird self.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "It may not be such a good idea";
+ mes "to drive those energetic souls";
+ mes "coming to change jobs";
+ mes "with such enthusiasm.";
+ close;
+ case 5:
+ mes "[Bookcase Notes]";
+ mes "A friend of mine who was into painting,";
+ mes "suggested making a <Graphic Novel> called";
+ mes "^0000FFMUTATIONER^000000";
+ mes "after he heard about my research";
+ mes "and my works.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The story begins...";
+ mes "With an alien";
+ mes "^FF4800Homunculus^000000";
+ mes "visiting our world.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The visiting alien";
+ mes "^FF4800Homunculus^000000 can survive";
+ mes "without a master";
+ mes "and it could change into";
+ mes "various creatures that";
+ mes "roam our world.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "These alien^FF4800Homunculus^000000";
+ mes "have two opposing factions";
+ mes "divided by political differences.";
+ mes "In our world, we call them";
+ mes "^006400Aut-homun^000000 and ";
+ mes "^006400Decept-homun^000000";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The ^006400Aut-homun^000000 are our friends.";
+ mes "Their leader,";
+ mes "called ^005DFFOptimus Poring^000000,";
+ mes "is built and so cool";
+ mes "for a poring,";
+ mes "and it summons a cart at will!";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The opposing side, the ^006400Decept-homun^000000,";
+ mes "is led by ^005DFFMegatroll^000000";
+ mes "and they use all means ";
+ mes "to destroy our world.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The hero of this story";
+ mes "is one from ^8B4513Alberta^000000 called ^005DFFJam Wicky^000000,";
+ mes "who meets ^005DFFOptimus Poring^000000";
+ mes "while shopping for a cart,";
+ mes "as if it was his destiny.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "And so thus";
+ mes "unfolds an epic battle";
+ mes "in the ^8B4513Moroc Desert^000000";
+ mes "where the fate of our world";
+ mes "lies in his hands...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "Enough of that~!";
+ mes "The rest of the story can be";
+ mes "checked in the published copy.";
+ mes "^0000FFMUTATIONER^000000";
+ mes "It's going to be awesome~!";
+ close;
+ case 6:
+ mes "[Bookcase Notes]";
+ mes "The Union sent a special gift to its members.";
+ mes "It's called a ^0000FFHigh Clip 4^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "It is originally used as a tool to allow easy whispering between members, but it also has other useful functions.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "A guild invented this. I recall that their emblem had an image of an apple.";
+ close;
+ case 7:
+ mes "[Bookcase Notes]";
+ mes "Homunculus is indeed worthy.";
+ mes "However, like everyone else, I sometimes question its meaning and future.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "I believe that life given by nature was supposed to be used for oneself.";
+ mes "However...";
+ next;
+ mes "[Bookcase Notes]";
+ mes "The research to give the Homunculus life is, in reality, for the benefit of man.";
+ mes "Perhaps mankind is not ready ethically to create life.";
+ close;
+ case 8:
+ mes "[Bookcase Notes]";
+ mes "Some time ago, ^005DFFJeyna^000000 introduced me to someone.";
+ mes "She is from ^8B4513Geffen^000000,";
+ mes "and she introduced herself as a ^005DFFChicken Researcher^000000.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "She is an expert on something called the ^006400Legendary Bijofnil^000000.";
+ mes "She finds it offensive that people think that the Bijofnil is a hawk.";
+ next;
+ mes "[Bookcase Notes]";
+ mes "She said something about somewhere in ^8B4513Hvergilmir's Fountain^000000";
+ mes "there exists a ^005DFFtalking chicken^000000 and other stories...";
+ mes "Well, it went on like that";
+ mes "and it was interesting.";
+ close;
+ }
+}
+
+// Notifiers
+//============================================================
+que_house_s,11,52,3 script #03homun_s 111,{
+ end;
+OnInit:
+ initnpctimer;
+ end;
+OnTimer6000:
+ emotion e_gasp;
+ end;
+OnTimer7000:
+ emotion e_gasp,0,"#04homun_s";
+ stopnpctimer;
+ initnpctimer;
+ end;
+}
+
+que_house_s,14,52,3 script #04homun_s 111,{
+ end;
+}
+
+// Researcher's Pet
+//============================================================
+que_house_s,24,46,3 script Jonathan#homun_s 6002,{
+ end;
+}
+
+que_house_s,23,46,3 script #05homun_s 111,{
+ emotion e_no,0,"Jonathan#homun_s";
+ if (gethominfo(1) < 6048 || gethominfo(1) > 6052) { // Not mutated Homunculus-S
+ mes "[Jonathan]";
+ mes "Hwang~ Hwang!";
+ next;
+ mes ":: It seems to be Viorel's";
+ mes ":: Homunculus.";
+ mes ":: It is wearing a small necklace";
+ mes ":: with the name Jonathan engraved";
+ mes ":: on it.";
+ close;
+ } else {
+ mes "[Jonathan]";
+ mes "Hwang~?!";
+ next;
+ emotion e_swt2,0,"Jonathan#homun_s";
+ mes "[Jonathan]";
+ mes "*Sniff* ...";
+ next;
+ mes ":: This Amistr";
+ mes ":: called Jonathan";
+ mes ":: seems to be surprised by my";
+ mes ":: new Homunculus.";
+ close;
+ }
+} \ No newline at end of file
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
index e3b683a34..86cf10d28 100644
--- a/npc/re/scripts.conf
+++ b/npc/re/scripts.conf
@@ -88,7 +88,7 @@ npc: npc/re/quests/eden/eden_service.txt
npc: npc/re/quests/eden/eden_tutorial.txt
// --------------------------------------------------------------
//npc: npc/re/quests/cupet.txt
-npc: npc/re/quests/homu_s.txt
+npc: npc/re/quests/homun_s.txt
npc: npc/re/quests/magic_books.txt
npc: npc/re/quests/mrsmile.txt
npc: npc/re/quests/pile_bunker.txt
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index 3d04a6bff..4933256a2 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -6869,7 +6869,7 @@ ACMD(makehomun) {
homunid = atoi(message);
if( homunid == -1 && sd->status.hom_id && !homun_alive(sd->hd) ) {
- if( !sd->hd->homunculus.vaporize )
+ if( sd->hd->homunculus.vaporize )
homun->ressurect(sd, 100, sd->bl.x, sd->bl.y);
else
homun->call(sd);
diff --git a/src/map/clif.c b/src/map/clif.c
index 57830478d..0c21c796c 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -1379,7 +1379,7 @@ void clif_hominfo(struct map_session_data *sd, struct homun_data *hd, int flag)
WBUFW(buf,0)=0x22e;
memcpy(WBUFP(buf,2),hd->homunculus.name,NAME_LENGTH);
// Bit field, bit 0 : rename_flag (1 = already renamed), bit 1 : homunc vaporized (1 = true), bit 2 : homunc dead (1 = true)
- WBUFB(buf,26)=(battle_config.hom_rename?0:hd->homunculus.rename_flag) | (hd->homunculus.vaporize << 1) | (hd->homunculus.hp?0:4);
+ WBUFB(buf,26)=(battle_config.hom_rename && hd->homunculus.rename_flag ? 0x1 : 0x0) | (hd->homunculus.vaporize == HOM_ST_REST ? 0x2 : 0) | (hd->homunculus.hp > 0 ? 0x4 : 0);
WBUFW(buf,27)=hd->homunculus.level;
WBUFW(buf,29)=hd->homunculus.hunger;
WBUFW(buf,31)=(unsigned short) (hd->homunculus.intimacy / 100) ;
diff --git a/src/map/homunculus.c b/src/map/homunculus.c
index 45e9af2b0..1e47053fe 100644
--- a/src/map/homunculus.c
+++ b/src/map/homunculus.c
@@ -134,25 +134,25 @@ int homunculus_dead(struct homun_data *hd) {
}
//Vaporize a character's homun. If flag, HP needs to be 80% or above.
-int homunculus_vaporize(struct map_session_data *sd, int flag) {
+int homunculus_vaporize(struct map_session_data *sd, enum homun_state flag) {
struct homun_data *hd;
nullpo_ret(sd);
hd = sd->hd;
- if (!hd || hd->homunculus.vaporize)
+ if (!hd || hd->homunculus.vaporize != HOM_ST_ACTIVE)
return 0;
if (status->isdead(&hd->bl))
return 0; //Can't vaporize a dead homun.
- if (flag && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
+ if (flag == HOM_ST_REST && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
return 0;
hd->regen.state.block = 3; //Block regen while vaporized.
//Delete timers when vaporized.
homun->hunger_timer_delete(hd);
- hd->homunculus.vaporize = 1;
+ hd->homunculus.vaporize = flag;
if(battle_config.hom_setting&0x40)
memset(hd->blockskill, 0, sizeof(hd->blockskill));
clif->hominfo(sd, sd->hd, 0);
@@ -260,7 +260,7 @@ void homunculus_skillup(struct homun_data *hd,uint16 skill_id) {
int i = 0 ;
nullpo_retv(hd);
- if(hd->homunculus.vaporize)
+ if(hd->homunculus.vaporize != HOM_ST_ACTIVE)
return;
i = skill_id - HM_SKILLBASE;
@@ -471,7 +471,7 @@ bool homunculus_mutate(struct homun_data *hd, int homun_id) {
int homunculus_gainexp(struct homun_data *hd,unsigned int exp) {
enum homun_type htype;
- if(hd->homunculus.vaporize)
+ if(hd->homunculus.vaporize != HOM_ST_ACTIVE)
return 1;
if( (htype = homun->class2type(hd->homunculus.class_)) == HT_INVALID ) {
@@ -571,7 +571,7 @@ unsigned char homunculus_menu(struct map_session_data *sd,unsigned char menu_num
bool homunculus_feed(struct map_session_data *sd, struct homun_data *hd) {
int i, foodID, emotion;
- if(hd->homunculus.vaporize)
+ if(hd->homunculus.vaporize == HOM_ST_REST)
return false;
foodID = hd->homunculusDB->foodID;
@@ -781,11 +781,11 @@ bool homunculus_call(struct map_session_data *sd) {
hd = sd->hd;
- if (!hd->homunculus.vaporize)
+ if (hd->homunculus.vaporize != HOM_ST_REST)
return false; //Can't use this if homun wasn't vaporized.
homun->init_timers(hd);
- hd->homunculus.vaporize = 0;
+ hd->homunculus.vaporize = HOM_ST_ACTIVE;
if (hd->bl.prev == NULL) { //Spawn him
hd->bl.x = sd->bl.x;
hd->bl.y = sd->bl.y;
@@ -833,7 +833,7 @@ bool homunculus_recv_data(int account_id, struct s_homunculus *sh, int flag) {
homun->create(sd, sh);
hd = sd->hd;
- if(hd && hd->homunculus.hp && !hd->homunculus.vaporize && hd->bl.prev == NULL && sd->bl.prev != NULL) {
+ if(hd && hd->homunculus.hp && hd->homunculus.vaporize == HOM_ST_ACTIVE && hd->bl.prev == NULL && sd->bl.prev != NULL) {
enum homun_type htype = homun->class2type(hd->homunculus.class_);
map->addblock(&hd->bl);
@@ -908,7 +908,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short
hd = sd->hd;
- if (hd->homunculus.vaporize)
+ if (hd->homunculus.vaporize != HOM_ST_ACTIVE)
return false; // vaporized homunculi need to be 'called'
if (!status->isdead(&hd->bl))
diff --git a/src/map/homunculus.h b/src/map/homunculus.h
index 9562ed5c3..2cb558930 100644
--- a/src/map/homunculus.h
+++ b/src/map/homunculus.h
@@ -11,7 +11,7 @@
#define MAX_HOM_SKILL_REQUIRE 5
#define homdb_checkid(id) (id >= HM_CLASS_BASE && id <= HM_CLASS_MAX)
-#define homun_alive(x) ((x) && (x)->homunculus.vaporize != 1 && (x)->battle_status.hp > 0)
+#define homun_alive(x) ((x) && (x)->homunculus.vaporize == HOM_ST_ACTIVE && (x)->battle_status.hp > 0)
struct h_stats {
unsigned int HP, SP;
@@ -44,6 +44,12 @@ enum {
SP_HUNGRY = 0x2,
};
+enum homun_state {
+ HOM_ST_ACTIVE = 0,/* either alive or dead */
+ HOM_ST_REST = 1,/* is resting (vaporized) */
+ HOM_ST_MORPH = 2,/* in morph state */
+};
+
struct homun_data {
struct block_list bl;
struct unit_data ud;
@@ -94,7 +100,7 @@ struct homunculus_interface {
enum homun_type (*class2type) (int class_);
void (*damaged) (struct homun_data *hd);
int (*dead) (struct homun_data *hd);
- int (*vaporize) (struct map_session_data *sd, int flag);
+ int (*vaporize) (struct map_session_data *sd, enum homun_state flag);
int (*delete) (struct homun_data *hd, int emote);
int (*checkskill) (struct homun_data *hd, uint16 skill_id);
int (*calc_skilltree) (struct homun_data *hd, int flag_evolve);
diff --git a/src/map/itemdb.h b/src/map/itemdb.h
index fe67ebbef..0f46c1c01 100644
--- a/src/map/itemdb.h
+++ b/src/map/itemdb.h
@@ -40,6 +40,7 @@ enum item_itemid {
ITEMID_RED_GEMSTONE = 716,
ITEMID_BLUE_GEMSTONE = 717,
ITEMID_TRAP = 1065,
+ ITEMID_STRANGE_EMBRYO = 6415,
ITEMID_FACE_PAINT = 6120,
ITEMID_STONE = 7049,
ITEMID_SKULL_ = 7420,
diff --git a/src/map/pc.c b/src/map/pc.c
index ffc3427c7..157d9e28a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -6438,7 +6438,7 @@ int pc_resetskill(struct map_session_data* sd, int flag)
pc->setoption(sd, i);
if( homun_alive(sd->hd) && pc->checkskill(sd, AM_CALLHOMUN) )
- homun->vaporize(sd, 0);
+ homun->vaporize(sd, HOM_ST_ACTIVE);
}
for( i = 1; i < MAX_SKILL; i++ ) {
@@ -6663,7 +6663,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) {
if (sd->status.hom_id > 0){
if(battle_config.homunculus_auto_vapor && sd->hd && !sd->hd->sc.data[SC_LIGHT_OF_REGENE])
- homun->vaporize(sd, 0);
+ homun->vaporize(sd, HOM_ST_ACTIVE);
}
if( sd->md )
@@ -7588,7 +7588,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
pc->setoption(sd, i);
if(homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN))
- homun->vaporize(sd, 0);
+ homun->vaporize(sd, HOM_ST_ACTIVE);
if(sd->status.manner < 0)
clif->changestatus(sd,SP_MANNER,sd->status.manner);
diff --git a/src/map/script.c b/src/map/script.c
index 8460b23b0..1bedb78b6 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -6780,7 +6780,7 @@ BUILDIN(strnpcinfo) {
}
/*==========================================
- * GetEquipID(Pos); Pos: 1-10
+ * GetEquipID(Pos); Pos: 1-SCRIPT_EQUIP_TABLE_SIZE
*------------------------------------------*/
BUILDIN(getequipid)
{
@@ -9564,44 +9564,82 @@ BUILDIN(homunculus_evolution)
/*==========================================
* [Xantara]
+ * Checks for vaporized morph state
+ * and deletes ITEMID_STRANGE_EMBRYO.
*------------------------------------------*/
BUILDIN(homunculus_mutate) {
int homun_id;
enum homun_type m_class, m_id;
TBL_PC *sd;
+ bool success = false;
sd = script->rid2sd(st);
if( sd == NULL || sd->hd == NULL )
return true;
-
- if( script_hasdata(st,2) )
- homun_id = script_getnum(st,2);
- else
- homun_id = 6048 + (rnd() % 4);
-
- if( homun_alive(sd->hd) ) {
+
+ if( sd->hd->homunculus.vaporize == HOM_ST_MORPH ) {
+ int i = pc->search_inventory(sd, ITEMID_STRANGE_EMBRYO);
+ if( script_hasdata(st,2) )
+ homun_id = script_getnum(st,2);
+ else
+ homun_id = 6048 + (rnd() % 4);
+
m_class = homun->class2type(sd->hd->homunculus.class_);
m_id = homun->class2type(homun_id);
- if( m_class != HT_INVALID && m_id != HT_INVALID && m_class == HT_EVO && m_id == HT_S && sd->hd->homunculus.level >= 99 )
+ if( m_class == HT_EVO && m_id == HT_S &&
+ sd->hd->homunculus.level >= 99 && i >= 0 &&
+ !pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_SCRIPT) ) {
+ sd->hd->homunculus.vaporize = HOM_ST_REST; // Remove morph state.
+ homun->call(sd); // Respawn homunculus.
homun->mutate(sd->hd, homun_id);
- else
+ success = true;
+ } else
clif->emotion(&sd->hd->bl, E_SWT);
- }
+ } else
+ clif->emotion(&sd->hd->bl, E_SWT);
+
+ script_pushint(st,success?1:0);
return true;
}
-// [Zephyrus]
-BUILDIN(homunculus_shuffle) {
+/*==========================================
+ * Puts homunculus into morph state
+ * and gives ITEMID_STRANGE_EMBRYO.
+ *------------------------------------------*/
+BUILDIN(homunculus_morphembryo) {
+ enum homun_type m_class;
+ int i = 0;
TBL_PC *sd;
+ bool success = false;
- sd=script->rid2sd(st);
- if( sd == NULL )
+ sd = script->rid2sd(st);
+ if( sd == NULL || sd->hd == NULL )
return true;
- if(homun_alive(sd->hd))
- homun->shuffle(sd->hd);
+ if( homun_alive(sd->hd) ) {
+ m_class = homun->class2type(sd->hd->homunculus.class_);
+
+ if ( m_class == HT_EVO && sd->hd->homunculus.level >= 99 ) {
+ struct item item_tmp;
+
+ memset(&item_tmp, 0, sizeof(item_tmp));
+ item_tmp.nameid = ITEMID_STRANGE_EMBRYO;
+ item_tmp.identify = 1;
+
+ if( (i = pc->additem(sd, &item_tmp, 1, LOG_TYPE_SCRIPT)) ) {
+ clif->additem(sd, 0, 0, i);
+ clif->emotion(&sd->hd->bl, E_SWT);
+ } else {
+ homun->vaporize(sd, HOM_ST_MORPH);
+ success = true;
+ }
+ } else
+ clif->emotion(&sd->hd->bl, E_SWT);
+ } else
+ clif->emotion(&sd->hd->bl, E_SWT);
+ script_pushint(st, success?1:0);
return true;
}
@@ -9612,21 +9650,29 @@ BUILDIN(homunculus_shuffle) {
* 1 = Homunculus is vaporized (rest)
* 2 = Homunculus is in morph state
*------------------------------------------*/
-BUILDIN(checkhomcall)
-{
+BUILDIN(homunculus_checkcall) {
TBL_PC *sd = script->rid2sd(st);
- TBL_HOM *hd;
- if( sd == NULL )
- return false;
-
- hd = sd->hd;
-
- if( !hd )
+ if( sd == NULL || !sd->hd )
script_pushint(st, -1);
else
- script_pushint(st, hd->homunculus.vaporize);
+ script_pushint(st, sd->hd->homunculus.vaporize);
+
+ return true;
+}
+
+// [Zephyrus]
+BUILDIN(homunculus_shuffle) {
+ TBL_PC *sd;
+
+ sd=script->rid2sd(st);
+ if( sd == NULL )
+ return true;
+
+ if(homun_alive(sd->hd))
+ homun->shuffle(sd->hd);
+
return true;
}
@@ -12166,12 +12212,9 @@ BUILDIN(getpetinfo)
BUILDIN(gethominfo)
{
TBL_PC *sd=script->rid2sd(st);
- TBL_HOM *hd;
- int type=script_getnum(st,2);
+ int type = script_getnum(st,2);
- hd = sd?sd->hd:NULL;
- if(!homun_alive(hd))
- {
+ if(!sd || !sd->hd) {
if (type == 2)
script_pushconststr(st,"null");
else
@@ -12180,13 +12223,13 @@ BUILDIN(gethominfo)
}
switch(type){
- case 0: script_pushint(st,hd->homunculus.hom_id); break;
- case 1: script_pushint(st,hd->homunculus.class_); break;
- case 2: script_pushstrcopy(st,hd->homunculus.name); break;
- case 3: script_pushint(st,hd->homunculus.intimacy); break;
- case 4: script_pushint(st,hd->homunculus.hunger); break;
- case 5: script_pushint(st,hd->homunculus.rename_flag); break;
- case 6: script_pushint(st,hd->homunculus.level); break;
+ case 0: script_pushint(st,sd->hd->homunculus.hom_id); break;
+ case 1: script_pushint(st,sd->hd->homunculus.class_); break;
+ case 2: script_pushstrcopy(st,sd->hd->homunculus.name); break;
+ case 3: script_pushint(st,sd->hd->homunculus.intimacy); break;
+ case 4: script_pushint(st,sd->hd->homunculus.hunger); break;
+ case 5: script_pushint(st,sd->hd->homunculus.rename_flag); break;
+ case 6: script_pushint(st,sd->hd->homunculus.level); break;
default:
script_pushint(st,0);
break;
@@ -17655,8 +17698,9 @@ void script_parse_builtin(void) {
BUILDIN_DEF(warpportal,"iisii"),
BUILDIN_DEF2(homunculus_evolution,"homevolution",""), //[orn]
BUILDIN_DEF2(homunculus_mutate,"hommutate","?"),
+ BUILDIN_DEF2(homunculus_morphembryo,"morphembryo",""),
+ BUILDIN_DEF2(homunculus_checkcall,"checkhomcall",""),
BUILDIN_DEF2(homunculus_shuffle,"homshuffle",""), //[Zephyrus]
- BUILDIN_DEF(checkhomcall,""),
BUILDIN_DEF(eaclass,"?"), //[Skotlex]
BUILDIN_DEF(roclass,"i?"), //[Skotlex]
BUILDIN_DEF(checkvending,"?"),
diff --git a/src/map/skill.c b/src/map/skill.c
index 248e19e77..82a584ce2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -7516,7 +7516,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AM_REST:
if (sd) {
- if (homun->vaporize(sd,1))
+ if (homun->vaporize(sd,HOM_ST_REST))
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
diff --git a/src/map/status.c b/src/map/status.c
index 497d02bbf..ae900e04d 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -8230,7 +8230,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
- if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
+ if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST);
if( sd->md ) mercenary->delete(sd->md,3);
}
break;